Michael Mateas

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Contemporary games are making significant strides towards offering complex, immersive experiences for players. We can now explore sprawling 3D virtual environments populated by beautifully rendered characters and objects with autonomous behavior, engage in highly visceral action-oriented experiences offering a variety of missions with multiple solutions,(More)
Information visualization has often focused on providing deep insight for expert user populations and on techniques for amplifying cognition through complicated interactive visual models. This paper proposes a new subdomain for infovis research that complements the focus on analytic tasks and expert use. Instead of work-related and analytically driven(More)
Believable agents are autonomous agents that exhibit rich personalities. Interactive dramas take place in virtual worlds inhabited by believable agents with whom an audience interacts. In the course of this interaction, the audience experiences a story. This paper presents the research philosophy behind the Oz Project, a research group at CMU that has spent(More)
The process of building Façade, a first-person, real-time, one-act interactive drama, has involved three major research efforts: designing ways to deconstruct a dramatic narrative into a hierarchy of story and behavior pieces; engineering an AI system that responds to and integrates the player’s moment-by-moment interactions to reconstruct a real-time(More)
We present a data mining approach to opponent modeling in strategy games. Expert gameplay is learned by applying machine learning techniques to large collections of game logs. This approach enables domain independent algorithms to acquire domain knowledge and perform opponent modeling. Machine learning algorithms are applied to the task of detecting an(More)
Façade is an artificial intelligence-based art/research experiment in electronic narrative – an attempt to move beyond traditional branching or hyper-linked narrative to create a fully-realized, one-act interactive drama. We are completing a three year collaboration to engineer a novel architecture that integrates emotional, interactive character behavior,(More)
ABL is a reactive planning language, based on the Oz Project language Hap, designed specifically for authoring believable agents characters which express rich personality, and which, in our case, play roles in an interactive, dramatic story world called Façade. Here we give a brief overview of the language Hap and discuss the new features in ABL, focusing(More)
Drama managers guide a user through a story experience by modifying the experience in reaction to the user’s actions. Search-based drama management (SBDM) casts the dramamanagement problem as a search problem: Given a set of plot points, a set of actions the drama manager can take, and an evaluation of story quality, search can be used to optimize the(More)